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Month: December 2015

The track is designed that there are 3 different coloured tracks of differing widths depending on the difficulty. The narrower the track, (as defined by the colour), the higher the multiplier that is applied to the points that are gained per balloon popped.

This is also when we planned our testing. We decided upon a cut down version of what we needed to test, (i.e. the sensors and ease of control). The would be completed in the next week.

Week 9 is the point where we considered the feedback that we received from the group demo and considered how we would be able to implement it.

The piece of feedback that we received most was that we should implement an automated function that would allow for players to compete against a CPU alongside another player. However, this idea did not fit within the specification that we had for the game. We felt that, as we designed it as a player vs player game, the automated function would compromise that. Also, we lacked the time to fully implement and test such functionality to the point that it worked as we intended every time that we ran the program.

Otherwise, we were pleased with the feedback that we received as it was mostly positive.

We also shifted our focus towards the presentation to the rest of the class in the following week.

This was the week that we demoed our robot to the rest of the group. Our demo involved a simplified version of the track and a few balloons along the path. We used this as a proof of concept test as we lacked the time to properly produce a full sized and correctly proportioned track.

The demo showed each part of our game functioned properly and also allowed us to gain some feedback as to what we could possibly implement to improve it.